Under Night In-Birth/UNICLR/Seth/Combos

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is inputting by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started


  • The routes in this page are gathered from UNICL-R Seth BNB Guide. Refer to this document for fundamental CLR Seth combos for every starter. If you'd like to explore more, at the links in the bottom of the page you'll find other resources for combos with more route types and optimals from different players.
  • These combos are not the most optimal damage-wise, but after some time with the CL-R patch, these have been determined to be consistent and/or important.
  • You can do easier combo's than what are listed here, these are just recommended
  • Resources on how to do the common parts of these combos will be linked at the bottom, and you can always ask for help in the UNI hub discord, which will also be linked.
  • Combos color coded in green are corner carry routes.
    • These routes can end in the B crab corner ender, provided you carried them completely into the corner.


Seth's combos involve a lot of side switches, quick inputs and have various ways to input the same combos. As you come across Seth documents or ask for routes, a lot of people refer to these moves differently, so here are common ways of referring to Seth's moveset as well as other common ways of notating it.

  • Corner Carry
  • j.22~6x: Commonly mentioned as Fastfall Kick, Fastfall~6X, FF Kick or simply FFK; j.2A+B~6X.
  • j.214A: A Dive
  • 214x~B: B Blink, 214[B].
    • 214x~B side-switch: 214x~4B, 21[4B].
  • 214x~C: C Blink, 214[C]
    • 214x~C side-switch: 214x~4C, 21[4C].
  • 236x or simply x Orb e.g. 236b = B Orb
    • j.236X: j.X Orb
  • 632146X: 6246X, X Grab, X Command Grab, x Cmd Grab, or EX Cmd Grab for 632146C.


Combo Damage Cost Meter Gain Location
  • Slight variation of mission 4-1, a UNIst BNB, still very important to learn due to the fact you can convert into it from most anything.
  • Vanilla 4-1 is not used primarily because the j.6c ender gives worse knockdown, and thus worse oki than a grounded 6C.
  • 2A > 2A > 2B can be replaced with most ground strings, whereas 5CC can be replaced with any C normal.
  • The combo part starting from j.22~6x can be used to confirm almost every hit into a knockdown with an orb set.
  • Can be easily altered to cover different needs during a match (Vorpal Strip, EX ender, CVO, etc).
  • The CL-R bnb.
  • The main reason the previous combo is more reliable than this one is due to j.623B having one time use hitstun proration.
  • This combo however, does work on slightly worse prorated starters in general (think 2A2A2A2A).
  • You wanna make sure you input j.623B as low to the ground as possible (TK highly recommended)
  • Advice on the entire last sequence will be posted in the resource links at the end of the doc :)
  • Sample CLR combo using important combo parts like DPs, 66B(1) and j.623A.

Combo Theory and Enders

Seth combos are very flexible and allow you to change your routing depending on starter and how you want to finish your combo. The main objective for Seth's enders is to end with a hard knockdown and an orb set, to keep pressure and continue this 'vortex'.

  • Axe kick Ender/ tk j.623B.

For an in-depth explanation of this route and its execution, refer to "Explaining the tk623b orb series" by Serchiot.

This route does similar damage to Seth's [ST] BNB's, making use of the j.623X moves added to UNICLR. The main component is the following combo, using a tiger knee j.623B (done as close to the ground as possible, generally by doing the input on the ground and then jumping).

 Setup > tk j.623B > j.A Orb > j.A Dive > Ender

In order to set up this route, the opponent must be at a certain height for j.623B to connect properly. Enders following this route are the following.

Combo Cost Location
  • Axe Kick Ender, gives you 6C knockdown and orb oki.
  • Ender when you don't have the proper height to finish the combo/Orb won't hit.
  • j.6C Oki is worst than 6C Midscreen. Can be used without penalty in the corner for orb positioning.
  • More damage than axe kick, but harder to land.
  • Can't be done if you used 214X~C before in the combo.
  • Allows for reset opportunities after the combo, using the orb hit.
  • B Command Grab ender Vorpal strip.
  • Command grab usually does more damage than Axe Kick, so it's prefered to go for this strip.
  • Delay between FFK and j.623B, allowing the orb to hit the opponent at a lower height for VO to hit.
  • Axe Kick Ender Vorpal strip.
  • Used if B command grab was used earlier in the combo
  • Old [ST] Routes.

[ST] bnb's still work, but get less damage in [CLR]; still, they're proven and can provide good oki in case you can't do a tk j.623b route. Most common [ST] routes use the following combo:

 Starter > 214X~B > Fastfall Kick > j.6C > j.B orb > j.A dive > Ender

This route allows for flexible enders, that you can use depending on your starter, after the Fastfall Kick sequence.

Combo Cost Location
  • A starter/high proration ender.
  • B starter ender.
  • C starter ender.
  • Any starter easy Vorpal strip ender.
  • B starter Vorpal strip ender.
  • C starter Vorpal strip ender.


Note: Most of the standard beginner/ST routes frequently asked questions are covered and greatly explained on UNIST 3.20 Seth Beginner Guide by Brett. Give this document a look if you have trouble with beginner combos and routes carried from ST.

Beginner BNB/4-1 questions
  • Why can't I finish combos into j.6C instead of 6C, as mission mode showcases?

6C provides superior oki and setups in comparison of j.6C, with mostly the same routes.

  • My opponent is too high after 214X~C and 6C can't connect.

Delay a bit between A Dive and 214X~C so the orb hits the opponent lower. You can do so by inputting 214X quickly and delaying the C followup or doing A Dive (delay) 214[C].

  • On the beginner BNB, how do I do connect j.6C after Fastfall Kick?

After FFK, jump back and delay j.6C so Seth moves back and forward with the kick, in order to continue the route properly (missing j.6C / going under the opponent and whiffing j.214A). The input is 7j.6C. It is recommended to hit the j.22~6x as low to the ground as possible, as it will be make the subsequent j.6C much easier to hit.

  • After j.6C B Orb, A Dive isn't coming out/it's coming out late.

Seth can cancel some of his specials into other special moves. After Seth deploys B Orb, at the end of the moves recovery you want to cancel it into A Dive.

Explaining the tk623b Orb Series
  • What is the tk623b orb series?

The tk623b orb series is a combo part that is found in many of Seth’s combos. Using an example combo, the sequence in question is the following italicized:

2A > 2A > 2B > 5C > 2C(2) > 623A > 66B(1) > j.623A > j.22~6x > j.623B > j.236A > j.214A > 214x~8x > Orb Hit > 6C (Video)

The tk623b orb series consists of 4 steps: 1. The preparation. 2. The tk623b itself. 3. j236a>a dive 4. The ender. Axe kick or c blink or b grab. (Technically 623b>66c and 623b>623a also work but they are usually fairly unoptimal.)

Since some people have asked this question before, I’ll explain what a TK even is: TK (short of tiger knee) means that you start a motion on the ground and end on a jump. Through the buffer window of the game, this will immediately do the input motion in the air: 6239 or 62369 allows you to do j623x as soon as you leave the ground.

Let’s look at the steps separately.

1. The preparation.

To properly set up the tk623b orb series you need to keep one important thing in mind and that is the height of your opponent. While it can be fairly lenient (as can be seen here), leaving your opponent too high will cause the tk623b to miss. Always keep one thing in mind though: Even if you hit the opponent really high, as long as you do step 1-3 properly, you will be able to successfully end it, even if you have to resort to using b grab.

Now, how do we achieve proper height? For this step, let’s first look at ways to go into the tk623b itself. To do so, the middle part of your combo needs to end in one of the following routes:

1. B blink>dl j623a>ffk Try to hit the j623a as low as possible but it is fairly lenient as shown before. 2. tk623a>ffk (e.g after 66c>623b) Example 3. 3c (e.g 66c>623b>3c or 623b>623a>2c>3c) Try to hit the 3c as low as possible. Example 4. C Blink 5. 5c

We have successfully prepared for the tk623b orb series. Now how does it exactly work? If you already tried it yourself, you will notice that the orb misses a lot or the opponent techs before your a dive connects. So let me explain how to do the series itself and what details you should look out for.

2. The tk623b itself.

This is probably the most important step for the entire series. Depending on which one of the earlier middle parts you went for, how you do the tk623b varies a lot.

After any route that goes into ffk>tk623b series: Delay the tk623b as much as you can. This will allow you to place the a orb low enough so it will hit the opponent after they hit the ground. If the orb misses, you very likely didn’t delay enough at this step.

After any other route (3c or c blink) try to do tk623b ASAP otherwise the opponent will either tech or be too high for tk623b to hit.

3. j236a>a dive

This step requires very fast inputs. As soon as you input the tk623b immediately buffer the j236a. One way to know if you didn’t input j236a fast enough is that the opponent will tech before a dive hits them. The a dive has to be done properly but if you learned 4-1, it’s basically the same as j236b>a dive (except the direction of the motions). If you want to end in 214x~c you need to delay the a dive a bit.

4. The ender.

If you have done step 1-3 properly, you can now input axe kick (tk623b>j236>j214a>214x~8x) and the opponent will be stunned by the orb. You should end in b grab if you realize that you didn’t delay tk623b enough (b grab> air backdash>j6c>any orb) or if an orb hit has messed up your combo. It’s also very nice for getting a good orb position in the corner and does a little bit of extra damage for a metered extension. If you have done step 1-3 perfectly you are also able to end in c blink for a little bit of extra damage.

These are the 4 steps to learning the axe kick ender. This is probably the most technically challenging route that Seth currently has, so don’t be discouraged if it takes some time to learn it.

  • The orb misses:*

This usually means that you either didn’t delay the j623a or tk623b enough, especially the latter is very important for making the orb connect. You also need to make sure that you do not delay the axe kick.

  • Opponent techs before a dive hits:*

To fix this, input j236a after tk623b as fast as possible. Yes, even faster than you’re doing it now.


After these enders, Seth generally places an orb for okizeme, concentrates for GRD advantage or changes his positioning relative to his opponent according to the situation.

Combo Cost Location
  • Most common ender, allowing you to set up orb oki afterwards.
  • Common followups on midscreen after this ender are j.236B, which pushes you forward, or 236B.
  • Followups in the corner can use both meterless orbs, allowing for extra mixup options after due to the orb's positioning.
  • Slightly worst oki than 6C midscreen, because Seth stays longer in the air losing some frame advantage. However, it's good in the corner and allows to position the orb for specific setups.
  • Common ender after B Command Grab routes, can make use of the orb's higher positioning against the opponent. Also used on orb hit routes
  • 66C into an orb is a positional ender, used in situations where you want the opponent away from you due to the wall bounce.
  • Used in orb hit axe kick ender routes, since 6C is too slow to connect on these cases.
  • Good ender for 100 EXS, used both midscreen and in the corner. Good damage and knockdown.
  • Gives you time to set up orb and meaty after the knockdown with j.236B 5B.
  • EX Command Grab ender which makes the opponent stand.
  • Used in resets due to the forced stand on the opponent, allowing for a quick reset if the opponent isn't paying attention with falling j.B high or fastfall 2A low. Not too threatening if done raw for the resources spent.
  • However, if done after an orb setup, the reset becomes stronger due to an orb crossup threat, as well as the orb protecting Seth if the mixup is blocked.

Okizeme, Mixups and Setups

Seth's main combo theory follows up into his great okizeme, as the knockdown time from j.6C and 623C into an orb allow him to either use the orb as a safe backup to reset pressure, control the opponent's actions in neutral or as a mixup tool through orb crossups and unblockables. Note that most of the setups Seth can do have an option to counter it, so you shouldn't abuse just one option. Instead, making use of a variety of mixup options, as well as fundamental UNI pressure, you can overwhelm the opponent making it hard for them to react to all your options.

Note that while Seth's orb crossups and unblockables look as really strong options, they are not the orb's only uses. Seth's orb oki can make simple situations as doing nothing and baiting an opponent's option into really favorable ones by forcing the opponent to give up their turn because of the orb's presence or risk getting hit by it. Therefore, consider common UNI pressure as a main option for Oki reinforced by the orb, while orb crossups and unblockables complement this first layer once the opponent respects your orb. A more in-depth look at this can be found in the Strategy section.

Explaining Orb Crossups

Seth's main left/right mixup comes through the use of an orb and Seth's positioning relative to his opponent. Orbs are affected by crossup protection, which means that if Seth is in one side of the opponent, and the orb is in the other (Orb-Opponent-Seth), the orb hit can be blocked by pressing either 4 or 6, relative to Seth. If the orb and Seth are both in the same side (Opponent-Seth-Orb), the orb must be blocked relative to the side in which Seth and the orb are. However, Seth's attacks always have to blocked relative to Seth, which allows a mixup opportunity by striking on one side with Seth or quickly moving to the orb's side and crossing the opponent's block.

As an example for an orb crossup: the opponent is between an orb and Seth (Orb-Opponent-Seth). Seth approaches the opponent threatening a hit, so the opponent blocks relative to Seth (in this case, holding 4 or 1). Seth, instead of hitting, blinks to the other side as the orb activates (Seth-Orb-Opponent). Because the opponent was holding "4" (which is now 6, in relative to Seth), he is now holding forward towards Seth, no longer blocking, which allows the orb to hit.

Common orb crossup setups

Combo Cost Location
  • Basic crossup option from 66C, as 66C up-close changes sides, making 623A crossup.
  • 623A can be followed up using CS or timing the orb hit after 623A.
  • Not needed to go from 5A if too telegraphed, but this makes it so the orb hits after the crossup. Can be timed manually or using another string option.
  • Basic sameside option from 66C, as 66C up-close changes sides, 214x goes back to the orb side.
  • You can use both 214x command run series or A/B Blink. C Blink is too risky for this crossup.
  • General example of side switches using blinks during pressure.
  • You can stay on the same side using 21[4]x~a/b or attack on the opposite side with 214x~a 623a / 214x~b j.214a.
  • Proper timing allows to combo the orb after 623a

These are examples on common ways to do a basic orb crossup on midscreen. Seth's pressure allows to mix between standard UNI pressure and blinks to confuse the opponent. Explore through the usage of the 214x series, A and B blink and cancelling these into 623x, more blinks and mobility tools (air backdash, assault, j.623x, air orbs) to confuse the opponent and keep them on their toes.

Corner Orb Oki

In the corner, Seth can establish a 50/50 situation by positioning the orb in front of the opponent (generally through A orb with both Axe kick and B command grab ender, positioning it as Seth-Orb-Opponent), where Seth's A blink into the corner would force the collision box to push the opponent outside of the corner, making the orb switch sides (Opponent-Orb-Seth). This allows Seth to threaten this 50/50 by doing a move from the 214x series and deciding if he'll stay on the same side or cancel into A blink to the other side. For more information on this setup, refer to Ohittou's ([st]) videos: Corner orb positioning ([st]) examples, and corner orb Okizeme.


Seth's unblockable is using j.214B to grab the opponent while they are in blockstun from an orb. Unblockables do 1277~ damage from blockstun by themselves and can't be looped into each other without using resources or specific setups, as its recovery doesn't allow you to set an orb quickly enough to follow it up as the opponent recovers, returning to neutral. However, it can be followed up by using CS or placing an orb so it hits after j.214B's attack.

Combo Cost Location
  • Forced unblockable from 623C.
  • If delayed correctly, opponent has to take the unblockable if they blocked 5B.
  • Corner unblockable setup from axe kick enders.
  • Can be avoided using delay Veil Off or specific reversals.
  • Refer to this video by WindGodDude for a fundamental explanation.


All combos were taken from Jasred's great Evernote doc

A Starters

Combo Damage Cost Meter Gain Location
  • For this combo and any later in the doc that use it, 66B(1) can be replaced with 5B for ease of execution, but that option loses a considerable amount of damage.
  • Corner Carry

B Starters

Combo Damage Cost Meter Gain Location
  • 66C uses a ground bounce
  • After 623B in this combo* Corner Carry and later corner carry combo's, you'll want to neutral jump into the jump normal.
  • Cancelling 66B(1) into 623 is much more difficult than 214, so it's more acceptable to use here, and it also doesn't lose as much damage
  • If you use early B blink, your options after 623A open up even more, and all of them are valid, so use whatever is most comfortable for you
 * It is however worth noting that 3C is often more difficult and only optimal in specific starters/confirms

C starters

Combo Damage Cost Meter Gain Location
  • Corner Carry
  • This route uses all your* Corner Carry ground bounces before the ender so you have to do finish in B grab
  • Corner Carry
  • Possible midscreen but you probably shouldn't go for it
  • Simple and damage optimal but doesn't allow for a lot of Seth's best setups so in most cases don't consider this

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • Wouldn't really use this in place of a typical AA but you'll only confirm this way if your fastfall kick hits really high
  • Corner Carry
  • Corner Carry

Command Normal Starters

Combo Damage Cost Meter Gain Location

Dash Normal Starters

Combo Damage Cost Meter Gain Location
  • Corner Carry

Air Normal Starters

Combo Damage Cost Meter Gain Location
  • If your j.A hits in a weird place and you can't land for a 5B/5C

Special Starters

Combo Damage Cost Meter Gain Location
  • As of the clr patch, j.214B gets different proration if the opponent is in orb blockstun, so damage will be different but the same combo works
  • Despite what was said about 66b(1) being more optimal than 5b, this combo alone breaks that rule and I couldn't tell you why

EX Starters

Combo Damage Cost Meter Gain Location


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External Links

Seth Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2023-06-03 by Crakestraw.

75% complete
Page Completed To-do Score


  • Finished move descriptions and uses.
  • Finished rebeat table.
  • Finish filling in bits and pieces of frame data.
  • Finish filling in character stats (2 fields)
  • Need proper picture for 632146x.
  • Backdash movedata section?
  • Finished general gameplan.
  • Finished defense section.
  • Started working on various bits and parts.
  • Fill in neutral.
  • Completely changed the page to reflect on modern routes.
  • Added examples on okizeme, with orb crossup and corner orb oki links.
  • Added links to different videos and combo documents.
  • More combo FAQs
  • Changing Notation in Getting Started to expandable like the one at the top of the doc
  • Add all combos from doc. Add damage and meter gain for all combos
  • Expand on Okizeme/Mixups with notation for common setups.
Patch Notes